Seamless 3d texture pbr 8k stone tiles mosaic with natural stone look and earth tones finish free download

. Formats: WEBP, PNG . Free for personal & commercial use.

Preview — Seamless 3d texture pbr 8k stone tiles mosaic with natural stone look and earth tones finish

IDseamless-3d-texture-pbr-8k-stone-tiles-mosaic-with-natural-stone-look-and-earth-tones-finish
Mosaic
WEBP, PNG
Size1k (1024x1024px), 2k (2048x2048px), 4k (4096x4096px), 8k (8192x8192px)
sRGB

This seamless 3D texture showcases a meticulously crafted mosaic of stone tiles, designed to replicate the natural irregularities and earthy charm of authentic stone surfaces. The tiles are arranged in a geometric yet slightly varied pattern, evoking traditional stone mosaics commonly found in outdoor patios and architectural details. Each tile presents a slightly rough, uneven surface with subtle cracks and fissures, contributing to the tactile realism of the texture. The base material simulates natural sedimentary stone, characterized by fine grain aggregates embedded within a mineral-rich substrate. The composition includes microfractures and porous areas that suggest weathering and exposure to the elements over time, enhancing the authenticity of the visual effect.

The stone tiles exhibit a well-balanced earth tone palette, with warm browns, muted ochres, and soft grays blending seamlessly to create a natural, subdued appearance. The surface finish is matte with a lightly brushed texture, avoiding overly polished reflections while capturing the diffuse scattering typical of unsealed stone. Grout lines between the tiles appear aged and slightly eroded, mimicking traditional lime-based binders that have weathered naturally. This grout is visually porous and irregular, adding depth and variation within the mosaic layout. The texture’s PBR channels are carefully mapped to reflect these material properties: the BaseColor (Albedo) captures the nuanced pigmentation of the stone and grout, the Normal map records the fine surface relief and tile edges, the Roughness map defines the low-gloss, tactile finish, while Ambient Occlusion enhances the shadowing within crevices and grout lines. Height and Displacement maps provide subtle elevation differences, enabling realistic depth perception when applied with parallax or tessellation techniques. The Metallic channel is set to zero, consistent with the non-metallic nature of natural stone.

Rendered at an ultra-high 8K resolution, this texture delivers exceptional detail suitable for close-up views and large-scale environments. Its seamless tiling capability ensures that the mosaic pattern can be repeated indefinitely without visible seams, making it ideal for expansive surfaces such as floors, walls, and outdoor facades. The texture is fully compatible and optimized for major 3D rendering and game engines including Blender, Unreal Engine, and Unity, allowing for straightforward integration into diverse projects. This ensures accurate PBR reflections and lighting responses across different platforms and rendering workflows.

For practical implementation, it is recommended to carefully adjust the UV scale to maintain the natural proportion of the stone tiles in relation to the scene’s physical dimensions. Additionally, fine-tuning the Roughness parameter can help achieve the desired balance between matte and slightly reflective surfaces depending on environmental conditions. When working with height or parallax maps, blending these with the Normal map will enhance the perception of depth and irregularity without excessive computational cost, preserving visual realism while maintaining performance.

How to Use These Seamless PBR Textures in Blender

This guide shows how to connect a full PBR texture set to Principled BSDF in Blender (Cycles or Eevee). Works with any of our seamless textures free download, including PBR PNG materials for Blender / Unreal / Unity.

What’s inside the download

  • *_albedo.png — Base Color (sRGB)
  • *_normal.png — Normal map (Non-Color)
  • *_roughness.png — Roughness (Non-Color)
  • *_metallic.png — Metallic (Non-Color)
  • *_ao.png — Ambient Occlusion (Non-Color)
  • *_height.png — Height / Displacement (Non-Color)
  • *_ORM.png — Packed map (R=AO, G=Roughness, B=Metallic, Non-Color)

Quick start (Node Wrangler, 30 seconds)

  1. Enable the addon: Edit → Preferences → Add-ons → Node Wrangler.
  2. Create a material and select the Principled BSDF node.
  3. Press Ctrl + Shift + T and select the maps albedo, normal, roughness, metallic (skip height and ORM for now) → Open. The addon wires Base Color, Normal (with a Normal Map node), Roughness, and Metallic automatically.
  4. Add AO and Height using the “Manual wiring” steps below (5 and 6).

Manual wiring (full control)

  1. Create a material (Material Properties → New) and open the Shader Editor.
  2. Add an Image Texture node for each map. Set Color Space:
    • AlbedosRGB
    • AO, Roughness, Metallic, Normal, Height, ORMNon-Color
  3. Connect to Principled BSDF:
    • albedoBase Color
    • roughnessRoughness
    • metallicMetallic (for wood this often stays near 0)
    • normalNormal Map node (Type: Tangent Space) → Normal of Principled. If details look “inverted”, enable Invert Y on the Normal Map node.
  4. Ambient Occlusion (AO):
    • Add a MixRGB (or Mix Color) node in mode Multiply.
    • Input A = albedo, Input B = ao, Factor = 1.0.
    • Output of Mix → Base Color of Principled (replaces the direct albedo connection).
  5. Height / Displacement:
    Cycles — true displacement
    1. Material Properties → SettingsDisplacement: Displacement and Bump.
    2. Add a Displacement node: connect heightHeight, set Midlevel = 0.5, Scale = 0.02–0.08 (tune to taste).
    3. Output of Displacement → Material Output → Displacement.
    4. Add geometry density (e.g., Subdivision Surface) so displacement has polygons to work with.
    Eevee (or lightweight Cycles) — bump only
    1. Add a Bump node: heightHeight.
    2. Set Strength = 0.2–0.5, Distance = 0.05–0.1, and connect Normal output to Principled’s Normal.

Using the packed ORM texture (optional)

Instead of separate AO/Roughness/Metallic maps you can use the single *_ORM.png:

  1. Add one Image Texture (Non-Color) → Separate RGB (or Separate Color).
  2. R (red) → AO (use it in the Multiply node with albedo as above).
  3. G (green) → Roughness of Principled.
  4. B (blue) → Metallic of Principled.

UVs & seamless tiling

  1. These textures are seamless. If your mesh has no UVs, go to UV EditingSmart UV Project.
  2. For scale/repeat, add Texture Coordinate (UV)Mapping and plug it into all texture nodes. Increase Mapping → Scale (e.g., 2/2/2) to tile more densely.

Recommended starter values

  • Normal Map Strength: 0.5–1.0
  • Bump Strength: ~0.3
  • Displacement Scale (Cycles): ~0.03

Common pitfalls

  • Wrong Color Space (normals/roughness/etc. must be Non-Color).
  • “Inverted” details → enable Invert Y on the Normal Map node.
  • Over-strong relief → lower Displacement Scale or Bump Strength.

Example: Download Wood Textures and instantly apply parquet or rustic planks inside Blender for architectural visualization.

To add the downloaded texture, go to Add — Texture — Image Texture.



Add a node and click the Open button.



Select the required texture on your hard drive and connect Color to Base Color.


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